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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Screenshots of new GUI for SMW Dev Env
  
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HabsoluteFate
Posts: 179/179
There is no current plans for a block tool thing in it but someone is welcome to create such a thing if they would like and it can be included in it...the project is open source so anyone is welcome to creating any new task if they would like and it more than likely could be included in a future version.

Here's a new screenshot. In this screenshot I have "Export To Binary" and "Import From Binary" open. In this example I have already imported from binary therefore the rom would have changed, i try to exit in this example without saving...you are given the option to cancel, discard your changes, or save them. I don't have save working although that shouldn't take too long to do once I get to it since I have everything else in place. The program also has the ability to automatically refresh sub windows. For example if you were to import binary data and some of it changed the palette data then the palette editor within it would automatically know to refresh the palette data.
Anyways here's the screenshot:





Left to do before this version is released:
Saving
CopyMove code/data from one location of the ROM to another
Clear/Replace code/data within rom with Repeating Op Code
Export Assembly Source Code from ROM to file
Import Assembly Source Code from file to ROM
Apply Mario/Luigi Palette Patch
Edit/View Mario/Luigi Palette

As you might already have guessed since export/import assembly source is there a future version can probably have a build in editor to actually edit the source code directly although i'm more concentrated on the power up code right now
Nebetsu
Posts: 1512/1574
Looking cool. Will there be a block tool thing in it?
HabsoluteFate
Posts: 178/179
i fixed the link it should show the large display now...and finally my host file changes finally took effect so i can see it all correctly now
Nebetsu
Posts: 1511/1574
Clicking the link shows the small display.
HabsoluteFate
Posts: 177/179
Can you guys see the screenshots and does clicking on the link show you the large display? i can't see any of it but its because i cant view my site internally through that address for some odd reason ever since i got VOIP...by the way thanks for putting the double quotes in there...i should know better than to submit without double quotes...

I don't see it replacing Lunar Magic no...
Nebetsu
Posts: 1509/1574
Looks pretty cool. Do you think it will replace Lunar Magic?
HabsoluteFate
Posts: 176/179
Hi,
Thanks for the icon. I haven't had a chance to add it to the project but will within the next week..i'm moving on Friday so things are a little crazy right now.

Good news...the palette editor should be included with this release...i've figured out enough that it shouldn't take much longer to add the functionality...so why not

Edit:
New Screenshot:




Sorry i haven't had much time to work on this lately but i recently moved...

Anyways the above screenshot shows the export to binary functionality working...now that i have the GUI stuff for that all figured out and working the rest should be pretty easy until i get to the palette stuff anyways...

Edit by Smallhacker: Added missing " which ruined the tables.
Sokarhacd
Posts: 1675/1757
no need to convert, I created it in an icon program, so its already saved as an ico, so here it is for you, to save you the trouble.

seeing as my host was hacked, and is down for now, so im hosting it off my pc...heres the url

http://dcah.z27.net/smwdev.ico
HabsoluteFate
Posts: 175/179
I wouldn't mind if you could convert it but if you cant no big deal I can always download a program to convert it later...
Sokarhacd
Posts: 1671/1757
just put Dcahrakos for the credit,...do you need the ico file? or will that png be good? the png I posted should be sufficient since it has the transparency in it, but then you have to convert it, but its up to you, since converting it would be an easy task.
HabsoluteFate
Posts: 174/179
Thanks for the icon...what should i put credit-wise?
Sokarhacd
Posts: 1670/1757
it wasnt necessary to make the bg white, I was just pointing it out , but anyway, yeah, you can see it better with the white bg.
HyperLamer
Posts: 7293/8210
Here's your white BG.


And this post puts me ahead of Alastor the Stylish in post count.
Sokarhacd
Posts: 1667/1757
here is something I whipped up in about 5 minutes...if you like it, ill upload the ico file



edit: you can see it better on a white BG

I chose the blown up mario since it can represent something, I dunno, it just seemed to fit I thought.
Cellar Dweller
Posts: 259/269
I don't think that it is necessary to have a plugin system to allow development to go smoothly. If some thought is placed into how the program is structured and manages it data, then it should not be difficult to keep features from stepping on each others toes. A few strategies that may help are to use the fewest possible number of global variables, use object oriented techniques, and use a model-view-controller architecture. A good project leader would encourage people to submit good code, and reject bad code from entering the main code base. Also, once the project gains steam, it would be a good idea to use a system, like CVS, that allows every change to the code base to be versioned and logged, allowing faster turnaround without losing control.

There are advantages to having the features in the main code base. For example, if a major change is made to the core of the program, all of the features could be in the same place and could be updated along with the core. If a plugin system is used, the interface to the other features would be frozen, and a choice between creating kludges to keep the interfaces stable and dropping support for the plugins would need to be made.

(Ugh. This post could be better written, I think.)
Sukasa
Posts: 1867/1981
Lookin' sweet! I could make the icon for you if you want. I'm looking forward to being able to use this.
HabsoluteFate
Posts: 173/179
I'll keep it in mind although wont happen right away if it does...i'm too lazy and busy
As for what kind of icon...i'm not sure...but i want it to be mario related somehow...
a pipe maybe with 0s and 1s all over it??....Mario's "M" is another possibility....?
Sokarhacd
Posts: 1664/1757
I would have to agree with HH....a plugin system might get the editor more popular, since then people could release plugins instead of having to get the editor source, then add the feature, and all that stuff...plugins would be more efficient, and easier to use.
HyperLamer
Posts: 7278/8210
The problem with "It's open source so anyone can add features" is that it's not flexible. Let's say one person adds the ability to edit boss levels, and someone else adds a music editor. Now, unless you know a fair bit about programming and can combine the two versions yourself (which may be difficult if a lot of changes have been made), you need to have two different versions if you want to use both of these features, each of which may nor may not have any number of changes like bug fixes, new bugs, changed features, etc. With plugins, you can just load both and all is well.
Sokarhacd
Posts: 1663/1757
what kind of icon did you have in mind? ill try creating one, but if you want it a particular way, then that would help a little.
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Acmlm's Board - I2 Archive - Super Mario World hacking - Screenshots of new GUI for SMW Dev Env


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